Characters

Sailor (First Mate)

CR: 8 XP: 4,800


N Medium humanoid


Init: +4 Senses: Perception +10


Defense

AC: 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)


HP: 63 (9 HD; 4d8+5d10+18)


Fort: +7 Ref: +6 Will: +6, +1 vs. fear


Defensive Abilities: bravery +1


Offense

Speed: 30 ft.


Melee: +1 short sword +15/+10 (1d6+6/17–20) or +1 short sword +13/+8 (1d6+6/17–20), +1 short sword +13/+8 (1d6+5/17–20) or +1 short sword +13/+8 (1d6+6/17–20), mwk whip +11 (1d3+1 nonlethal)


Ranged: mwk heavy crossbow +13 (1d10/19–20)


Space: 5 ft. Reach: 5 ft. (15 ft. with whip)


Special Attacks: weapon training (light blades +1)


Statistics

Str: 14 Dex: 18 Con: 14 Int: 8 Wis: 12 Cha: 10


Base Atk: +8 CMB: +10 CMD: 24


Feats: Athletic, Exotic Weapon Proficiency (whip), Improved Critical (short sword), Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (short sword)


Skills: Acrobatics +13, Climb +10, Craft (ships) +5, Intimidate +5, Knowledge (geography) +3, Knowledge (nature) +3, Linguistics +3, Perception +10, Perform (sing) +4, Perform (wind) +4, Profession (sailor) +12, Survival +5, Swim +13


SQ: armor training 1


Languages: Aquan, Common


Combat Gear: potion of water breathing, feather tokens (anchor, fan)


Other Gear: +1 breastplate, +1 short swords (2), masterwork heavy crossbow with 10 bolts, masterwork whip, ring of swimming, everburning torch, musical instrument (concertina or fife)


Description

Human expert 4/fighter 5

Boon A first mate can arrange for PCs to meet with a captain or merchant prince of their acquaintance, with a +2 circumstance bonus on Diplomacy checks because of the first mate’s reputation. He can also accompany PCs with a longboat and crew of four shipmates for up to 1 day.

A first mate is the loyal assistant to a ship’s captain. He oversees duties and discipline aboard ship, feared but always respected; he is able to entertain with a sea shanty one moment and ply his trusty lash or flashing cutlasses the next. A first mate could also be the warden of an exotic island prison. Away from their ships, first mates can be found with a traveling merchant quartermaster (CR 9), or a captain (CR 12).

Source: GameMastery Guide, p. 295